Professional Documents
Culture Documents
Old-School Essentials is a trademark of Necrotic Gnome. This product is released under the terms of
2 the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc.
Introduction
Classic Fantasy In This Book
Dark dungeons hiding long-forgot- This book contains all rules pertinent to
ten treasures, their maze-like passages the classic fantasy genre, including:
haunted by restless spirits and monstrous ▶▶ Seven classic character classes: the
beasts. devout cleric, the sagacious magic-user,
Forbidding forests where the trees are the doughty fighter, the cunning thief, the
as old as the world and elves are said to bold dwarf, the noble elf, and the plucky
dwell. halfling.
Great cities with bustling docks and ▶▶ Full lists of adventuring gear, weapons,
markets, maze-like alleyways, temples armour, vehicles, and mounts that char-
glorifying a multitude of gods, the opu- acters can purchase.
lent palaces of great lords, and teeming ▶▶ Descriptions of the many types of mer-
slums rife with pickpockets. cenaries and specialists that may be hired.
Wild mountain ranges, their peaks ▶▶ Rules for constructing a stronghold
wrapped in cloud and their roots delved and managing a domain.
by dwarves, carving their great subterra-
nean cities into the veins of the earth. Heritage
These are the worlds of the classic fantasy The material presented in this book
genre. This book—in conjunction with represents a 100% faithful restatement
the Old-School Essentials Core Rules— of the character options from the classic
provides everything players need to start Basic/Expert game.
exploring!
Required Books
Core Rules: Contains the foundation-
al rules of Old-School Essentials upon
which this book is based.
Classic Fantasy: Cleric and Magic-User
Spells: Players who create a cleric, elf, or
magic-user character will need access to
the Cleric and Magic-User Spells book.
3
4
5
Character Classes
Cleric
Spell casting: Once a cleric has proven
their faith (from 2nd level), the character
may pray to receive spells. The power and
Requirements: None number of spells available to a cleric are
Prime requisite: WIS determined by the character’s experience
Hit Dice: 1d6 level. The list of spells available to clerics
Maximum level: 14 is found in Cleric and Magic-User Spells.
Armour: Any, including shields Using magic items: As spell casters, cler-
Weapons: Any blunt weapons ics can use magic scrolls of spells on their
Languages: Alignment, Common spell list. They can also use items that
may only be used by divine spell casters
Clerics are adventurers who have sworn (e.g. some magic staves).
to serve a deity. They are trained for battle
and channel the power of their deity. Turning the Undead
Clerics can invoke the power of their dei-
Combat ty to repel undead monsters encountered.
Clerics can use all types of armour. Strict To turn the undead, the player rolls 2d6.
holy doctrine prevents clerics’ use of The referee then consults the table oppo-
weapons that have a sharp, cutting edge site, comparing the roll against the Hit
or stabbing point. They may use the fol- Dice of the undead monsters targeted.
lowing weapons: club, mace, sling, staff,
warhammer. Successful Turning
If the turning attempt succeeds, the play-
Divine Magic er must roll 2d6 to determine the number
of HD affected (turned or destroyed).
See Magic in Core Rules for full details on
Turned undead: Will leave the area, if
divine magic.
possible, and will not harm or make con-
Holy symbol: A cleric must carry a holy tact with the cleric.
symbol (see Equipment, p24).
Destroyed undead (result of D): Are
Deity disfavour: Clerics must be faithful instantly and permanently annihilated.
to the tenets of their alignment, clergy,
Excess: Rolled Hit Dice that are not
and religion. Clerics who fall from favour
sufficient to affect a creature are wasted.
with their deity may incur penalties.
However, at least one undead creature
Magical research: A cleric of any level will always be affected on a successful
may spend time and money on magical turning.
research. This allows them to create new
Mixed groups: If turn undead is used
spells or other magical effects associated
against a mixed group of undead mon-
with their deity. When a cleric reaches
sters of different types, those with the
9th level, they are also able to create
lowest HD are affected first.
6 magic items.
Cleric Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1d6 19 [0] 11 12 14 16 15 – – – – –
2 1,500 2d6 19 [0] 11 12 14 16 15 1 – – – –
3 3,000 3d6 19 [0] 11 12 14 16 15 2 – – – –
4 6,000 4d6 19 [0] 11 12 14 16 15 2 1 – – –
5 12,000 5d6 17 [+2] 9 10 12 14 12 2 2 – – –
6 25,000 6d6 17 [+2] 9 10 12 14 12 2 2 1 1 –
7 50,000 7d6 17 [+2] 9 10 12 14 12 2 2 2 1 1
8 100,000 8d6 17 [+2] 9 10 12 14 12 3 3 2 2 1
9 200,000 9d6 14 [+5] 6 7 9 11 9 3 3 3 2 2
10 300,000 9d6+1* 14 [+5] 6 7 9 11 9 4 4 3 3 2
11 400,000 9d6+2* 14 [+5] 6 7 9 11 9 4 4 4 3 3
12 500,000 9d6+3* 14 [+5] 6 7 9 11 9 5 5 4 4 3
13 600,000 9d6+4* 12 [+7] 3 5 7 8 7 5 5 5 4 4
14 700,000 9d6+5* 12 [+7] 3 5 7 8 7 6 5 5 5 4
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
8
Dwarf Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d8 19 [0] 8 9 10 13 12
2 2,200 2d8 19 [0] 8 9 10 13 12
3 4,400 3d8 19 [0] 8 9 10 13 12
4 8,800 4d8 17 [+2] 6 7 8 10 10
5 17,000 5d8 17 [+2] 6 7 8 10 10
6 35,000 6d8 17 [+2] 6 7 8 10 10
7 70,000 7d8 14 [+5] 4 5 6 7 8
8 140,000 8d8 14 [+5] 4 5 6 7 8
9 270,000 9d8 14 [+5] 4 5 6 7 8
10 400,000 9d8+3* 12 [+7] 2 3 4 4 6
11 530,000 9d8+6* 12 [+7] 2 3 4 4 6
12 660,000 9d8+9* 12 [+7] 2 3 4 4 6
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
9
Elf
Spell casting: Elves carry spell books
containing the formulae for arcane spells.
The level progression table (opposite)
Requirements: Minimum INT 9 shows both the number of spells in the
Prime requisite: INT and STR elf ’s spell book and the number they may
Hit Dice: 1d6 memorize, determined by the character’s
Maximum level: 10 experience level. Thus, a 1st level elf has
Armour: Any, including shields one spell in their spell book, selected by
Weapons: Any the referee (who may allow the player
Languages: Alignment, Common, to choose). The list of spells available to
Elvish, Gnoll, Hobgoblin, Orcish elves is provided in Cleric and Magic-User
Spells (elves have the same spell selection
Elves are slender, fey demihumans with as magic-users).
pointed ears. They typically weigh about Using magic items: As spell casters, elves
120 pounds and are between 5 and 5½ are able to use magic scrolls of spells on
feet tall. Elves are seldom met in human their spell list. They can also use items
settlements, preferring to feast and make that may only be used by arcane spell
merry in the woods. If crossed, they are casters (e.g. magic wands).
dangerous enemies, as they are masters of
both sword and spell. Elves are fascinat- Combat
ed by spells and beautifully constructed
magic items and love to collect both. Elves can use all types of weapons and
armour.
Prime requisites: An elf with at least 13
INT and STR gains a 5% bonus to expe- Detect Secret Doors
rience. An elf with an INT of at least 16
and a STR of at least 13 receives a +10% Elves have keen eyes that allow them,
XP bonus. when actively searching, to detect hidden
and secret doors with a 2-in-6 chance
Arcane Magic (see Dungeon Adventuring in Core
Rules).
See Magic in Core Rules for full details on
arcane magic. Immunity to Ghoul Paralysis
Magical research: An elf of any level
may spend time and money on magical Elves are completely unaffected by the
research. This allows them to add new paralysis that ghouls can inflict.
spells to their spell book and to research
other magical effects. When an elf reach- Infravision
es 9th level, they are also able to create Elves have infravision to 60’ (see Dark-
magic items. ness under Hazards and Challenges in
Core Rules).
Listening at Doors
Elves have a 2-in-6 chance of hearing
noises (see Dungeon Adventuring in Core
Rules).
10
Elf Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1d6 19 [0] 12 13 13 15 15 1 – – – –
2 4,000 2d6 19 [0] 12 13 13 15 15 2 – – – –
3 8,000 3d6 19 [0] 12 13 13 15 15 2 1 – – –
4 16,000 4d6 17 [+2] 10 11 11 13 12 2 2 – – –
5 32,000 5d6 17 [+2] 10 11 11 13 12 2 2 1 – –
6 64,000 6d6 17 [+2] 10 11 11 13 12 2 2 2 – –
7 120,000 7d6 14 [+5] 8 9 9 10 10 3 2 2 1 –
8 250,000 8d6 14 [+5] 8 9 9 10 10 3 3 2 2 –
9 400,000 9d6 14 [+5] 8 9 9 10 10 3 3 3 2 1
10 600,000 9d6+2* 12 [+7] 6 7 8 8 8 3 3 3 3 2
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
12
Fighter Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d8 19 [0] 12 13 14 15 16
2 2,000 2d8 19 [0] 12 13 14 15 16
3 4,000 3d8 19 [0] 12 13 14 15 16
4 8,000 4d8 17 [+2] 10 11 12 13 14
5 16,000 5d8 17 [+2] 10 11 12 13 14
6 32,000 6d8 17 [+2] 10 11 12 13 14
7 64,000 7d8 14 [+5] 8 9 10 10 12
8 120,000 8d8 14 [+5] 8 9 10 10 12
9 240,000 9d8 14 [+5] 8 9 10 10 12
10 360,000 9d8+2* 12 [+7] 6 7 8 8 10
11 480,000 9d8+4* 12 [+7] 6 7 8 8 10
12 600,000 9d8+6* 12 [+7] 6 7 8 8 10
13 720,000 9d8+8* 10 [+9] 4 5 6 5 8
14 840,000 9d8+10* 10 [+9] 4 5 6 5 8
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
13
Halfling Hiding
Halflings have an uncanny ability to
Requirements: Minimum CON 9, disappear from sight:
minimum DEX 9 ▶▶ In woods or undergrowth, a halfling
Prime requisite: DEX and STR can hide with a 90% chance of success.
Hit Dice: 1d6 ▶▶ In dungeons, a halfling can hide in
Maximum level: 8 shadows or behind other forms of cover.
Armour: Any appropriate to size, The chance of success is 2-in-6. Hiding
including shields requires the halfling to be motionless.
Weapons: Any appropriate to size
Languages: Alignment, Common, Initiative Bonus (Optional Rule)
Halfling
If using the optional rule for individual
Halflings are small, rotund demihumans initiative (see Combat in Core Rules), hal-
with furry feet and curly hair. They weigh flings get a bonus of +1 to initiative rolls.
about 60 pounds and are around 3’ tall.
Halflings are a friendly and welcoming Listening at Doors
folk. Above all, they love the comforts of Halflings have a 2-in-6 chance of hearing
home and are not known for their brav- noises (see Dungeon Adventuring in Core
ery. Halflings who gain treasure through Rules).
adventuring will often use their wealth in
pursuit of a quiet, comfortable life. Missile Attack Bonus
Prime requisites: A halfling with at least Halflings’ keen coordination grants them
13 in one prime requisite gains a 5% bo- a +1 bonus to attack rolls with all missile
nus to experience. If both DEX and STR weapons.
are 16 or higher, the halfling gets a +10%
bonus.
Stronghold
Combat Any time a halfling wishes (and has
sufficient money), they may build a
Halflings can use all types of armour, stronghold, which will form the basis of
but it must be tailored to their small size. a new community of halflings. Halfling
Similarly, they can use any weapon ap- communities—known as Shires—are
propriate to their stature (as determined typically located in gentle countryside of
by the referee). They cannot use long- little rivers and rolling hills. The leader of
bows or two-handed swords. the community is called the Sheriff.
Defensive Bonus
Due to their small size, halflings gain a +2
bonus to Armour Class when attacked by
large opponents (greater than human-
sized).
14
Halfling Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 8 9 10 13 12
2 2,000 2d6 19 [0] 8 9 10 13 12
3 4,000 3d6 19 [0] 8 9 10 13 12
4 8,000 4d6 17 [+2] 6 7 8 10 10
5 16,000 5d6 17 [+2] 6 7 8 10 10
6 32,000 6d6 17 [+2] 6 7 8 10 10
7 64,000 7d6 14 [+5] 4 5 6 7 8
8 120,000 8d6 14 [+5] 4 5 6 7 8
D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
15
Magic-User Combat
Magic-users can only use daggers and are
Requirements: None unable to use shields or wear any kind of
Prime requisite: INT armour. This makes them very vulnerable
Hit Dice: 1d4 in combat.
Maximum level: 14
Armour: None After Reaching 11th Level
Weapons: Dagger A magic-user may build a stronghold,
Languages: Alignment, Common often a great tower. 1d6 apprentices of
levels 1–3 will then arrive to study under
Magic-users are adventurers whose study the magic-user.
of arcane secrets has taught them how to
cast spells. Magic-users are able to cast a
greater number of increasingly powerful
spells as they advance in level.
Arcane Magic
See Magic in Core Rules for full details on
arcane magic.
Magical research: A magic-user of any
level may spend time and money on
magical research. This allows them to
add new spells to their spell book and to
research other magical effects. When a
magic-user reaches 9th level, they are also
able to create magic items.
Spell casting: Magic-users carry spell
books containing the formulae for arcane
spells. The level progression table (oppo-
site) shows both the number of spells in
the magic-user’s spell book and the num-
ber they may memorize, determined by
the character’s experience level. Thus, a
1st level magic-user has one spell in their
spell book, selected by the referee (who
may allow the player to choose). The list
of spells available to magic-users is pro-
vided in Cleric and Magic-User Spells.
Using magic items: As spell casters,
magic-users are able to use magic scrolls
of spells on their spell list. They can also
use items that may only be used by arcane
spell casters (e.g. magic wands).
16
Magic-User Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5 6
1 0 1d4 19 [0] 13 14 13 16 15 1 – – – – –
2 2,500 2d4 19 [0] 13 14 13 16 15 2 – – – – –
3 5,000 3d4 19 [0] 13 14 13 16 15 2 1 – – – –
4 10,000 4d4 19 [0] 13 14 13 16 15 2 2 – – – –
5 20,000 5d4 19 [0] 13 14 13 16 15 2 2 1 – – –
6 40,000 6d4 17 [+2] 11 12 11 14 12 2 2 2 – – –
7 80,000 7d4 17 [+2] 11 12 11 14 12 3 2 2 1 – –
8 150,000 8d4 17 [+2] 11 12 11 14 12 3 3 2 2 – –
9 300,000 9d4 17 [+2] 11 12 11 14 12 3 3 3 2 1 –
10 450,000 9d4+1* 17 [+2] 11 12 11 14 12 3 3 3 3 2 –
11 600,000 9d4+2* 14 [+5] 8 9 8 11 8 4 3 3 3 2 1
12 750,000 9d4+3* 14 [+5] 8 9 8 11 8 4 4 3 3 3 2
13 900,000 9d4+4* 14 [+5] 8 9 8 11 8 4 4 4 3 3 3
14 1,050,000 9d4+5* 14 [+5] 8 9 8 11 8 4 4 4 4 3 3
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
17
Thief Thief Skills
Thieves can use the following skills, with
Requirements: None the chance of success shown opposite:
Prime requisite: DEX ▶▶ Climb sheer surfaces (CS): A roll is
Hit Dice: 1d4 required for each 100’ to be climbed. If
Maximum level: 14 the roll fails, the thief falls at the halfway
Armour: Leather, no shields point, suffering falling damage.
Weapons: Any ▶▶ Find or remove treasure traps (TR):
Languages: Alignment, Common A roll is required to find a treasure trap
and then another to remove it. This may
Thieves are adventurers who live by their be attempted only once per trap.
skills of deception and stealth. Their ▶▶ Hear noise (HN): In a quiet environ-
range of unique skills makes them very ment (e.g. not in combat), a thief may
handy companions in adventures. How- attempt to listen at a door or to hear the
ever, thieves are not always to be trusted. sounds of something (e.g. a wandering
Adjust ability scores: In step 3 of charac- monster) approaching.
ter creation, thieves may not lower STR. ▶▶ Hide in shadows (HS): Requires the
thief to be motionless—attacking or mov-
Back-stab ing while hiding is not possible.
▶▶ Move silently (MS): A thief may at-
When attacking an unaware opponent
tempt to sneak past enemies unnoticed.
from behind, a thief receives a +4 bonus
to hit and doubles any damage dealt. ▶▶ Open locks (OL): Requires thieves’
tools (see Equipment, p24). A thief can
only try this skill once per lock. If the roll
Combat fails, the thief may not try the same lock
Because of their need for stealth and free again before gaining an experience level.
movement, thieves cannot wear armour ▶▶ Pick pockets (PP): If the victim is
heavier than leather and cannot use above 5th level, the thief ’s roll is penal-
shields. They can use any weapon. ised by 5% for every level above 5th.
There is always at least a 1% chance of
Read Languages failure. A roll of more than twice the per-
A thief of 4th level or higher can read centage required for success means that
non-magical text in any language (in- the attempted theft is noticed. The referee
cluding dead languages and basic codes) should determine the reaction of the
with 80% probability. If the roll does not victim (possibly using the reaction table
succeed, the thief may not try to read that under Encounters, in Core Rules).
particular text again until they reach a
higher level of experience.
After Reaching 9th Level
A thief can establish a thief den, attract-
Scroll Use ing 2d6 apprentices of 1st level. These
thieves will serve the character with
A thief of 10th level or higher can cast some reliability; however, should any be
arcane spells from scrolls. There is a 10% arrested or killed, the PC will not be able
chance of error: the spell does not func- to attract apprentices to replace them. A
tion as expected and creates an unusual successful thief might use these followers
or deleterious effect. to start a Thieves’ Guild.
18
Thief Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d4 19 [0] 13 14 13 16 15
2 1,200 2d4 19 [0] 13 14 13 16 15
3 2,400 3d4 19 [0] 13 14 13 16 15
4 4,800 4d4 19 [0] 13 14 13 16 15
5 9,600 5d4 17 [+2] 12 13 11 14 13
6 20,000 6d4 17 [+2] 12 13 11 14 13
7 40,000 7d4 17 [+2] 12 13 11 14 13
8 80,000 8d4 17 [+2] 12 13 11 14 13
9 160,000 9d4 14 [+5] 10 11 9 12 10
10 280,000 9d4+2* 14 [+5] 10 11 9 12 10
11 400,000 9d4+4* 14 [+5] 10 11 9 12 10
12 520,000 9d4+6* 14 [+5] 10 11 9 12 10
13 640,000 9d4+8* 12 [+7] 8 9 7 10 8
14 760,000 9d4+10* 12 [+7] 8 9 7 10 8
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
19
Languages and Levelling
Languages Level Titles
Characters with high Intelligence receive In some campaigns, characters gain the
additional languages, chosen at the right to bear certain titles as they advance
referee’s discretion. If the Classic Fantasy in level. Such titles may be granted by
Monsters book is in use, the following list the guilds, colleges, or temples that PCs
may be used: are associates of. Level titles often vary
1. Bugbear 11. Harpy greatly between campaign worlds, but the
2. Doppelgänger 12. Hobgoblin following lists may be used as inspiration:
3. Dragon 13. Kobold ▶▶ Cleric: Acolyte, Adept, Priest(ess),
4. Dwarvish 14. Lizard man Vicar, Curate, Elder, Bishop, Lama, Ma-
5. Elvish 15. Medusa triarch (Patriarch).
6. Gargoyle 16. Minotaur ▶▶ Dwarf: Dwarven Veteran, Dwarven
7. Gnoll 17. Ogre Warrior, Dwarven Swordmaster, Dwarven
8. Gnomish 18. Orcish Hero, Dwarven Swashbuckler, Dwarven
9. Goblin 19. Pixie Myrmidon, Dwarven Champion, Dwar-
10. Halfling 20. Human dialect ven Superhero, Dwarven Lord (Lady).
If Classic Fantasy Monsters is not in use, ▶▶ Elf: Medium/Veteran, Seer/Warrior,
the referee may create an alternative list Conjurer/Swordmaster, Magician/Hero,
of languages tailored to the campaign Enchanter (Enchantress)/Swashbuckler,
world. Warlock (Witch)/Myrmidon, Sorcerer
(Sorceress)/Champion, Necromancer/
Superhero, Wizard/Lord (Lady).
▶▶ Fighter: Veteran, Warrior, Sword-
master, Hero, Swashbuckler, Myrmidon,
Champion, Superhero, Lord (Lady).
▶▶ Halfling: Halfling Veteran, Halfling
Warrior, Halfling Swordmaster, Halfling
Hero, Halfling Swashbuckler, Halfling
Myrmidon, Halfling Champion, Sheriff.
▶▶ Magic-user: Medium, Seer, Conjur-
er, Magician, Enchanter (Enchantress),
Warlock (Witch), Sorcerer (Sorceress),
Necromancer, Wizard.
▶▶ Thief: Apprentice, Footpad, Robber,
Burglar, Cutpurse, Sharper, Pilferer, Thief,
Master Thief.
20
High-Level Play Fighters
Require an additional 120,000 XP per lev-
21
22
23
Equipment
Adventuring Gear Descriptions
Backpack: Has two straps and can be
worn on the back, keeping the hands free.
Adventuring Gear Holds up to 400 coins.
Item Cost (gp) Crowbar: 2–3’ long and made of solid
Backpack 5 iron. Can be used for forcing doors and
other objects open.
Crowbar 10
Garlic 5 Grappling hook: Has 3 or 4 prongs. Can
be used for anchoring a rope.
Grappling hook 25
Hammer (small) 2 Hammer: Can be used for construction
or as a mallet with iron or wooden spikes.
Holy symbol 25
Holy water (vial) 25 Holy symbol: A divine spell caster is
required to own a holy symbol of their
Iron spikes (12) 1 deity, often worn as a necklace. Each
Lantern 10 religion has its own holy symbol.
Mirror (hand-sized, steel) 5 Holy water: Water that has been bless-
Oil (1 flask) 2 ed by a holy person. It is used in some
Pole (10’ long, wooden) 1 religious rituals and inflicts damage on
Rations (iron, 7 days) 15 undead monsters (see Weapon Combat
Rations (standard, 7 days) 5 Stats, p27). Holy water does not retain
Rope (50’) 1 its power if stored in any other container
than the special vials it is blessed in.
Sack (small) 1
Iron spikes: May be used for wedging
Sack (large) 2
doors open or shut (see Dungeon Adven-
Stakes (3) and mallet 3 turing in Core Rules), as an anchor to at-
Thieves’ tools 25 tach a rope to, and many other purposes.
Tinder box (flint & steel) 3 Lantern: Can be closed to hide the light.
Torches (6) 1 Burns one oil flask every four hours (24
Waterskin 1 turns). Casts light in a 30’ radius.
Wine (2 pints) 1
Wolfsbane (1 bunch) 10
24
Mirror: Useful for looking around cor- Pole, 10’: A 2” thick wooden pole useful
ners or for reflecting a gaze attack. for poking and prodding suspicious items
Oil flask: A flask of oil fuels a lantern for in a dungeon.
four hours (24 turns). In addition to fuel- Rations, iron: Dried and preserved food
ling lanterns, oil can be used as a weapon: to be carried on long voyages when se-
▶▶ Throwing: An oil flask may be lit on curing fresh food may be uncertain.
fire and thrown (see Weapon Combat Rations, standard: Fresh, unpreserved
Stats, p27). food.
▶▶ Pools: Oil that is poured on the Rope: Can hold the weight of approxi-
ground and lit covers a diameter of 3 feet mately three human-sized beings.
and burns for 1 turn, inflicting damage Sack, large: Can hold up to 600 coins.
on any character or monster moving
through the pool. Sack, small: Can hold up to 200 coins.
▶▶ Immunity: Burning oil does not harm Stakes and mallet: A wooden mallet
monsters that have a natural flame attack. and three 18” long stakes. Valuable when
confronting vampires.
Thieves’ tools: This kit contains all of the
Other Equipment tools needed to pick locks.
The items detailed in this section are Tinder box: Used to light fires, including
those most commonly available for torches. Using a tinder box takes one
purchase. Should PCs wish to purchase round. There is a 2-in-6 chance of success
items not on these lists, the referee may per round.
use the listed items as guidelines for
determining the prices and character- Torch: A torch burns for 1 hour (6 turns),
istics of new items, including combat clearly illuminating a 30’ radius. Torches
statistics (if appropriate). may also be used in combat (see Weapon
Combat Stats, p27).
Waterskin: This container, made of hide,
will hold 2 pints (1 quart) of fluid.
Wolfsbane: This herb can be used to re-
pel lycanthropes. The creature must be hit
with the herb in melee combat.
25
Weapons and Ammunition
Ammunition Cost (gp)
26
Weapon Combat Stats
Weapon Damage Qualities
Battle axe 1d8 Melee, Slow, Two-handed
Club 1d4 Blunt, Melee
Crossbow 1d6 Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow,
Two-handed
Dagger 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Hand axe 1d6 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Holy water vial 1d8 Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Javelin 1d4 Missile (5’–30’ / 31’–60’ / 61’–90’)
Lance 1d6 Charge, Melee
Long bow 1d6 Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed
Mace 1d6 Blunt, Melee
Oil flask, burning 1d8 Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Polearm 1d10 Brace, Melee, Slow, Two-handed
Short bow 1d6 Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed
Short sword 1d6 Melee
Silver dagger 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Sling 1d4 Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)
Spear 1d6 Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’)
Staff 1d4 Blunt, Melee, Slow, Two-handed
Sword 1d8 Melee
Torch 1d4 Melee
Two-handed sword 1d10 Melee, Slow, Two-handed
Warhammer 1d6 Blunt, Melee
Damage: Die rolled when using the
optional rule for variable weapon damage
(see Combat in Core Rules).
War Horse
Bred for strength and courage in battle.
Adapted to short bursts of speed; not
suited to long-distance riding.
Draft Horse AC 7 [12], HD 3 (13hp), Att 2 × hoof
Bred for great strength and endurance. (1d6), THAC0 17 [+2], MV 120’ (40’),
Used to pull vehicles and ploughs or as SV D12 W13 P14 B15 S16 (2), ML 9, AL
beasts of burden. Neutral, XP 35, NA 0 (0), TT None
AC 7 [12], HD 3 (13hp), Att None, ▶▶ Charge: When not in melee. Requires
THAC0 17 [+2], MV 90’ (30’), SV D12 a clear run of at least 20 yards. Rider’s
W13 P14 B15 S16 (2), ML 6, AL Neutral, lance inflicts double damage. Horse can-
XP 35, NA 0 (0), TT None not attack when charging.
▶▶ Non-combatants: Flee, if ▶▶ Melee: When in melee, both rider and
28 attacked. horse can attack.
Animals of Burden
Unencumbered Encumbered
Cost Miles Movement Max Load Miles Movement Max Load
Animal (gp) per Day Rate (Coins) per Day Rate (Coins)
Camel 100 30 150’ (50’) 3,000 15 75’ (25’) 6,000
Horse (draft) 40 18 90’ (30’) 4,500 9 45’ (15’) 9,000
Horse (riding) 75 48 240’ (80’) 3,000 24 120’ (40’) 6,000
Horse (war) 250 24 120’ (40’) 4,000 12 60’ (20’) 8,000
Mule 30 24 120’ (40’) 2,000 12 60’ (20’) 4,000
Difficult Terrain
When travelling through difficult terrain
(e.g. desert, forest, mountains, swamp),
these vehicles can only travel on main-
tained roads.
Land Vehicles
Cost Miles Movement Minimum Max Load Extra Max Load
Vehicle (gp) per Day Rate Animals (Coins) Animals (Coins)
Cart 100 12 60’ (20’) 1 draft horse 4,000 2 draft horses 8,000
or 2 mules or 4 mules
Wagon 200 12 60’ (20’) 2 draft horses 15,000 4 draft horses 25,000
or 4 mules or 8 mules
29
Water Vessels
Seaworthy Vessels
Cargo
Capacity
Vessel Cost (gp) (Coins) Usage Length Beam Draft
Lifeboat 1,000 15,000 Any 20’ 4’–5’ 1’–2’
Longship 15,000 40,000 Any 60’–80’ 10’–15’ 2’–3’
Sailing ship 20,000 300,000 Coastal waters, 100’–150’ 25’–30’ 10’–12’
(large) open seas
Sailing ship 5,000 100,000 Coastal waters, 60’–80’ 20’–30’ 5’–8’
(small) open seas
Troop trans- 26,600 300,000 Coastal waters, 100’–150’ 25’–30’ 10’–12’
port (large) open seas
Troop trans- 6,600 100,000 Coastal waters, 60’–80’ 20’–30’ 5’–8’
port (small) open seas
Warship (large) 26,600 300,000 Coastal waters, 100’–150’ 25’–30’ 10’–12’
open seas
Warship 6,600 100,000 Coastal waters, 60’–80’ 20’–30’ 5’–8’
(small) open seas
30
Unseaworthy Vessels
Cargo
Capacity
Vessel Cost (gp) (Coins) Usage Length Beam Draft
Boat (river) 4,000 30,000 Rivers, lakes 20’–30’ 10’ 2’–3’
Boat 2,000 20,000 Lakes, coastal 20’–40’ 10’–15’ 2’–3’
(sailing) waters
Canoe 50 6,000 Rivers, 15’ 3’ 1’
swamps
Galley 30,000 40,000 Coastal waters 120’–150’ 15’–20’ 3’
(large)
Galley 10,000 20,000 Coastal waters 60’–100’ 10’–15’ 2’–3’
(small)
Galley (war) 60,000 60,000 Coastal waters 120’–150’ 20’–30’ 4’–6’
Raft – 50 per Rivers, lakes Varies Varies ½’
(makeshift) square foot
Raft 1gp per 100 per Rivers, lakes Varies Varies ½’
(professional) square foot square foot
Crew Rams
Vessels are propelled by rowing or sailing, Can be used against ships or giant sea
with some able to use either means. The monsters. Small individuals cannot be
necessary crew and the resulting speeds targeted.
are given in the table above. The pay rates Attack rolls: Are made using a THAC0 of
for crew are listed in Specialists, p38. 19 [0] and occur at the same point in the
combat sequence as missile fire.
Ship Modifications Attack modifiers: May be applied for
The following modifications may be weather conditions, manoeuvrability, etc.
made to an existing ship: Large or war galley: Deals 1d6+5 × 10
▶▶ Warship: A sailing ship may be con- hull points damage against ships and 6d6
verted into a warship or troop transport hit points damage against monsters.
of the same size. The modification costs Small galley: Deals 1d4+4 × 10 hull
one-third of the ship’s original cost. points damage against ships and 3d8 hit
▶▶ Catapult: A catapult may be added to points damage against monsters.
a galley, longship, or warship.
▶▶ Ram: A ram may be added to a large
or small galley (a war galley already
comes with a ram fitted).
32
Vessel Combat Stats
Maximum Armour
Vessel Mercenaries Class Hull Points Ram? Catapults?
Boat (river) – 8 [11] 20–40 – –
Boat (sailing) – 8 [11] 20–40 – –
Canoe – 9 [10] 5–10 – –
Galley (large) 50 7 [12] 100–120 Can be added Up to 2
Galley (small) 20 8 [11] 80–100 Can be added Up to 2
Galley (war) 75 7 [12] 120–150 Built in Up to 3
Lifeboat – 9 [10] 10–20 – –
Longship 75* 8 [11] 60–80 – Up to 1
Raft (makeshift) – 9 [10] 5 per 10’ sq – –
Raft (professional) – 9 [10] 5 per 10’ sq – –
Sailing ship (large) – 7 [12] 120–180 – –
Sailing ship (small) – 8 [11] 60–90 – –
Troop trans. (large) 100 7 [12] 160–240 – –
Troop trans. (small) 50 8 [11] 80–120 – –
Warship (large) 50 7 [12] 120–180 – Up to 2
Warship (small) 25 8 [11] 60–90 – Up to 1
* Crew act as rowers, sailors, and fighters.
33
34
35
Hirelings
Mercenaries Wages
Outside of wartime: As listed opposite.
Hired soldiers who will guard, patrol, and During wartime: All wages are doubled.
otherwise serve in wilderness settings,
but only as part of a larger force, not an Upkeep
adventuring party. The monthly rate of pay includes food
Note that as mercenaries are hired by a and basic gear. Most mercenaries already
character to perform specific services, have weapons and armour when hired,
they are not treated as retainers and thus though their employer may give them
do not count toward a character’s maxi- additional gear. Note that armourers are
mum number of retainers. required to repair mercenaries’ armour
and weapons (see Specialists, p38).
36
Mercenaries
Wage per Month
Type AC Morale Human Dwarf Elf Orc Goblin
Archer 6 [13] 8 5gp – 10gp 3gp 2gp
Archer, mounted 9 [10] 9 15gp – 30gp – –
Crossbowman 5 [14] 8 4gp 6gp – 2gp –
Crossbowman, mounted 9 [10] 9 – 15gp – – –
Footman, light 6 [13] 8 2gp – 4gp 1gp 5sp
Footman, heavy 4 [15] 8 3gp 5gp 6gp 15sp –
Horseman, light 7 [12] 9 10gp – 20gp – –
Horseman, medium 5 [14] 9 15gp – – – –
Horseman, heavy 3 [16] 9 20gp – – – –
Longbowman 5 [14] 8 10gp – 20gp – –
Peasant 9 [10] 6 1gp – – – –
Wolf rider 7 [12] 9 – – – – 5gp
42
Domains Settlers
The PC may wish to attract settlers into a
cleared area. In addition to ensuring the
Maintaining Cleared Lands safety of surrounding lands, the character
will have to fund construction of other
To prevent monsters from returning to buildings (e.g. accommodation, commer-
cleared lands, mercenaries may be hired cial facilities, transport infrastructure,
to conduct patrols. These patrols can cov- etc.) to attract settlers. Advertising may
er a maximum radius of 18 miles around also be necessary. The referee will deter-
a stronghold (6 miles, in inhospitable mine the costs involved and how many
terrain such as swamp, mountains, or settlers are attracted.
thick jungle). If the area to be maintained
is larger, additional garrisons must be
stationed at intervals.
Taxation
If settlers move into the PC’s domain, the
character can expect to gain 10gp of taxes
per year from each settler.
43
Structures
Subterranean passage: Typical
10’×10’×10’ dungeon passageway.
Tower, large: Round tower, either free-
standing or built into a castle wall. 30’
Structure Prices base, 40’ high, walls 5’ thick.
Structure Cost Tower, small: Round tower, either free-
Barbican 37,000gp standing or built into a castle wall. 20’
Bastion 9,000gp base, 30’ high, walls 5’ thick.
Civilian building, stone 3,000gp Wall, castle: Stone wall with battlements.
Civilian building, wood 1,500gp 100’ long, 20’ high, 10’ thick.
Drawbridge 500gp
Gatehouse 6,500gp Non-Standard Dimensions
Keep 75,000gp Bastions
Moat 400gp Bastions of dimensions other than those
Subterranean passage 500gp listed may be constructed. Use the guide-
Tower, large 30,000gp lines for towers, below, and divide by two.
Tower, small 15,000gp Castle Walls
Wall, castle 5,000gp Higher castle walls may be constructed at
increased cost. A 100’ length of 30’ high
Descriptions wall costs 7,500gp. Every additional 10’ of
height beyond this (up to a maximum of
Barbican: Heavily fortified entry/exit
60’ high) costs 5,000gp.
point in a castle wall: two small towers, a
gatehouse, and a drawbridge. Towers
Bastion: Semi-circular tower built Towers of dimensions other than those
against a castle wall. 30’ base, 30’ high, listed may be constructed. The cost is de-
walls 5’ thick. termined by the height of the tower and
Civilian building, stone: Two levels; the diameter of its base (in feet).
wooden stairs, doors, floors, and roof; ▶▶ Maximum height: Twice the base
attic. Outer wall 120’ long (e.g. 30’×30’), diameter.
walls 1–2’ thick. ▶▶ Up to the base diameter: Each 10’ of
Civilian building, wood: Two levels; height costs 200gp × the base diameter.
wooden stairs, doors, floors, and roof; ▶▶ Above the base diameter: Each 10’ of
attic. Outer wall 120’ long (e.g. 30’×30’). height costs 400gp × the base diameter.
Drawbridge: Raisable wooden bridge
crossing a moat. May be attached to a Example Tower Cost Calculation
gatehouse. 10’ long. A 60’ high tower with a 40’ diameter
Gatehouse: Fortified entry/exit point in a base is to be constructed.
castle wall. Includes a portcullis. 30’×20’
The cost will be 8,000gp (40 × 200gp)
base, 20’ high, walls 5’ thick.
per 10’ for the first 40’ of height and
Keep: Fortified, central building of a cas- 16,000gp (40 × 400gp) per 10’ for the
tle. 60’ square, 80’ high, walls 10’ thick. remainder of the height.
Moat: Defensive ditch, often filled with The total cost is thus (8,000gp × 4) +
water. 100’ long, 20’ wide, 10’ deep.
(16,000gp × 2) = 64,000gp.
44
tile roofing, windows or arrow slits, bars
Interior Features and shutters on windows, and standard
The common interior features of a furnishings.
stronghold are listed in the table below.
Detailed Approach
Simple Approach If the group wishes to perform more
For simplicity, the cost of a stronghold detailed calculations or if additional
may be increased by 25% to account for features are desired, the table below may
interior details, including: reinforced be consulted.
doors, stone stairs, flagstone flooring,
48
Genre Rules
This book contains all the rules you need to create
characters for adventures in the Classic Fantasy genre:
▶▶ Classic classes: The devout cleric, the sagacious
magic-user, the doughty fighter, the cunning thief, the
bold dwarf, the noble elf, and the plucky halfling.
▶▶ Essential equipment: Full lists of adventuring gear,
weapons, armour, vehicles, and mounts.
▶▶ High-level options: Descriptions of the many types
of mercenaries and specialists that may be hired. Rules
for constructing a stronghold and managing a domain.
Requires Old-School Essentials Core Rules
ISBN 978-3-96657-007-7